ACTOR ZamasuAssaultCaptain
{
//Creator: Eshkere_Jason
//$Sprite ZASCA1
//$Title "Zamasu Assault Captain"
    Health 7750
    Radius 20
    Height 56
    Speed 20
    PainChance 20
    MONSTER
    +NOTIMEFREEZE
	+BOSS
	+BOSSDEATH
	+FLOORCLIP
	+MISSILEMORE
	+MISSILEEVENMORE
	+QUICKTORETALIATE
	+NOICEDEATH
	+NODROPOFF
	+DONTGIB
	+NOTARGET
	+NORADIUSDMG
	+FORCERADIUSDMG
	+NOFEAR
    SeeSound "ZASCguy/sight"
    AttackSound "Weapons/LegAutoShotgun"
    PainSound "ZASCguy/pain"
    DeathSound "ZASCguy/death"
    ActiveSound "ZASCguy/active"
    Obituary "%o was outsmarted and outgunned by a Zamasu Assault Captain."
	BloodColor "Black"
	DropItem "Nemesis Assault Shotgun", 256
	DropItem "NemesisDemonicEnergy", 256
    DropItem "NemesisGreaterDemonicEnergy", 256
    DropItem "NemesisShell", 256
    DropItem "NemesisShellBox", 130
	DropItem "NemesisPowerShard" 100 1
	DropItem "RandomZamasuItem", 130, 1
	DropItem "LegAmmoSphere" 95 1
	DropItem "HandGrenadeAmmo" 237 2
	DropItem "MineAmmo" 242 2
	DropItem "Backpack" 202 1
	DropItem "LegendaryRune" 27 1
  DropItem "ZamasuRune" 128 1 
	Species "Zombie"
	DamageFactor 0.4
Damagefactor "Acid", 2.5
DamageFactor "PDTBFG", 0.05
DamageFactor "PDTBFGTracer", 0.05
DamageFactor "BFGSplash", 0.25
DamageFactor "BFGSpray", 0.25
DamageFactor "PlayerDevBall", 0.025
DamageFactor "PlayerDevBall2", 0.025
DamageFactor "PlayerDTBFGRailgunSlug", 0.025
DamageFactor "PlayerDevTracer", 0.025
DamageFactor "ImpComet", 0.0
DamageFactor "Cyber10K", 0.0
DamageFactor "Legendary", 0.0
DamageFactor "LegendaryPlayer", 0.0
DamageFactor "LegendaryGuru", 0.0
DamageFactor "LegendaryGuruPlayer", 0.0
DamageFactor "CadaverRocket", 0.0
DamageFactor "DemolisherEx", 0.0
DamageFactor "DarkDemoEx", 0.0
DamageFactor "CerChainguns", 0.0
DamageFactor "CerEnergyBall", 0.0
DamageFactor "LegMind", 0.0
DamageFactor "BeheComet", 0.0
DamageFactor "NobleCOmet", 0.0
DamageFactor "CacoComet", 0.0
DamageFactor "CadaverRocket", 0.0
DamageFactor "HellComet", 0.0
DamageFactor "Legendary1", 0.0
DamageFactor "T3rm", 0.0
DamageFactor "C0mm4nder", 0.0
DamageFactor "DBFG10K2", 0.0
DamageFactor "HFCyb3r", 0.0
DamageFactor "PlayerDBFG10K2", 0.0
DamageFactor "PlayerDTRG", 0.3
DamageFactor "DBFG2", 0.0
DamageFactor "PlayerDBFG2", 0.0
DamageFactor "PyroShot", 0.0
DamageFactor "PlayerPyro", 0.0
DamageFactor "PDTPuff", 0.0
DamageFactor "Touhou", 0.0
DamageFactor "Hell", 0.0
DamageFactor "PlayerBHole", 0.0
DamageFactor "PlayerNemesisPlasma", 0.0
DamageFactor "SatanGuard", 0.0
DamageFactor "Explosion", 0.01
DamageFactor "NemesisBall", 0
DamageFactor "NemesisBeam", 0.3
Tag "\c[s5]Zamasu Assault Captain\c-"
	var int user_music;
	var int user_missile;
	var int user_infammo;
States
{
  Spawn:
	TNT1 A 0
	ZASC A 10 Bright A_Look
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	ZASC A 10 Bright A_Look
	TNT1 AA 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	Loop
  See:
	TNT1 A 0 A_JumpIf(user_music == 1,3)
	TNT1 A 0 ACS_NamedExecuteAlways("InfinityMusic",0,6746,910)
	TNT1 A 0 A_SetUserVar("user_music",1)
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	ZASC AA 4 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	ZASC BB 4 Bright A_Chase
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	ZASC CC 4 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	ZASC DD 4 Bright A_Chase
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_Jump(64,"Mine")
	TNT1 A 0 A_Jump(64,"Rush")
	TNT1 A 0 A_Jump(64,"DodgeLeft","DodgeRight")
	TNT1 A 0 A_Jump(64,"Chase")
	Loop
  Chase:
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	ZASC AA 1 Bright A_FastChase
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_Jump(1,"Heal")
	TNT1 A 0 A_JumpIfCloser(130,"Dodge")
	ZASC AA 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_JumpIfCloser(130,"Dodge")
	ZASC BB 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_JumpIfCloser(130,"Dodge")
	ZASC BB 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_SpawnItemEx("FootStep",0,0,2,0,0,-20)
	TNT1 A 0 A_JumpIfCloser(150,"Dodge")
	ZASC CC 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_Jump(10,"Heal")
	TNT1 A 0 A_JumpIfCloser(150,"Dodge")
	ZASC CC 1 Bright A_FastChase
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_JumpIfCloser(130,"Dodge")
	ZASC DD 1 Bright A_FastChase
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_JumpIfCloser(130,"Dodge")
	ZASC DD 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_SpawnItemEx("FootStep",0,0,2,0,0,-20)
	TNT1 A 0 A_Jump(95,"Mine")
	TNT1 A 0 A_Jump(128,"Dodge")
	Loop
  Rush:
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_SpawnItemEx("ZamASGZombieGhostA",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	ZASC A 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("ZamASGZombieGhostA",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	ZASC A 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("ZamASGZombieGhostB",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	ZASC B 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("ZamASGZombieGhostB",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	ZASC B 1 Bright A_Chase
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_SpawnItemEx("ZamASGZombieGhostC",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	ZASC C 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("ZamASGZombieGhostC",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	ZASC C 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("ZamASGZombieGhostD",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	ZASC D 1 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("ZamASGZombieGhostD",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	ZASC D 1 Bright A_Chase
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_Jump(85,"See")
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	Loop
  Heal:
	TNT1 A 0 A_SpawnItem("GHellionSmokeSpawner",0,0,0,0)
	ZASC A 5 Bright
	TNT1 A 0 A_SpawnItem("GHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 HealThing(5)
	TNT1 A 0 A_PlaySound("pickups/flask",0,1.0,0)
	Goto See
  Heal2:
	TNT1 A 0 A_SpawnItem("GHellionSmokeSpawner",0,0,0,0)
	ZASC A 5 Bright
	TNT1 A 0 A_SpawnItem("GHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 HealThing(15)
	TNT1 A 0 A_PlaySound("pickups/pstimpack",0,1.0,0)
	Goto See
  Heal3:
	TNT1 A 0 A_SpawnItem("GHellionSmokeSpawner",0,0,0,0)
	ZASC A 5 Bright
	TNT1 A 0 A_SpawnItem("GHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 HealThing(25)
	TNT1 A 0 A_PlaySound("pickups/pmedkit",0,1.0,0)
	Goto See
  InfiniteAmmo:
	TNT1 A 0 A_JumpIf(user_infammo == 1,"Missile")
	TNT1 A 0 A_SpawnItem("LHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	ZASC A 5 Bright
	TNT1 A 0 A_SpawnItem("LHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 ACS_NamedExecuteAlways("EnemyInfiniteAmmo",0)
	TNT1 A 0 A_PlaySound("legammo/use",0,1.0,0,0.5)
	Goto See
  SeeNoDodge:
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	ZASC AABB 2 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_SpawnItemEx("FootStep",0,0,2,0,0,-20)
	ZASC CCDD 2 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_SpawnItemEx("FootStep",0,0,2,0,0,-20)
	ZASC AABB 2 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_SpawnItemEx("FootStep",0,0,2,0,0,-20)
	ZASC CCDD 2 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_SpawnItemEx("FootStep",0,0,2,0,0,-20)
	ZASC AABB 2 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_SpawnItemEx("FootStep",0,0,2,0,0,-20)
	ZASC CCDD 2 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_SpawnItemEx("FootStep",0,0,2,0,0,-20)
	Goto Chase
  Dodge:
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	ZASC A 1 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 ThrustThingZ(0, 20, 0, 0)
	TNT1 A 0 A_Jump(256, "DodgeRight", "DodgeLeft")
  DodgeLeft:
	TNT1 A 0 ThrustThing(angle*256/360+192, 30, 0, 0)
	TNT1 A 0 A_Jump(400,"Heal")
	TNT1 A 0 A_Jump(350,"Heal2")
	TNT1 A 0 A_Jump(300,"Heal3")
	TNT1 A 0 A_Jump(20,"InfiniteAmmo")
	Goto SeeNoDodge
  DodgeRight:
	TNT1 A 0 ThrustThing(angle*256/360+64, 30, 0, 0)
	TNT1 A 0 A_Jump(100,"Heal")
	TNT1 A 0 A_Jump(350,"Heal2")
	TNT1 A 0 A_Jump(300,"Heal3")
	TNT1 A 0 A_Jump(20,"InfiniteAmmo")
	Goto SeeNoDodge
  Teleport:
	ZASC A 1 Bright A_UnSetShootable
	TNT1 AAAA 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	ZASC AAAAAAAAAA 1 Bright A_FadeOut(0.1,0)
	ZASC A 2 Bright
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	ZASC A 1 Bright A_PlayWeaponSound("boss/teleport")
	TNT1 AAAA 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	ZASC AAAAAAAAAA 1 Bright A_FadeIn(0.1)
	ZASC A 1 Bright A_SetShootable
	Goto See  
  Missile:
	TNT1 A 0 A_SetShootable
	TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_Jump(15,"Rage")
	TNT1 A 0 A_Jump(40,"InfiniteAmmo")
	TNT1 A 0 A_Jump(100,"MissileLoop2")
	ZASC E 3 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
  MissileLoop:
	TNT1 A 0 A_JumpIf(user_infammo == 1,"MissileLoopInfAmmo")
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_JumpIfInventory("ASGZAmmo",16,"Reload")
	ZASC E 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_GiveInventory("ASGZAmmo",1)
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing",-8,7,30,4,0,(0.1)*Random(30,40),Random(-80,-90),128)
	TNT1 A 0 A_PlaySound("NemesisASG/Fire",5)
	//TNT1 AAAA 0 A_CustomMissile("NemesisTracer",Random(28,34),0,Random(6,-6),0)
	//TNT1 A 0 A_CustomBulletAttack(15,12,4,0,"NemesisASGPuffExplode",0)
	//ZASC F 2 Bright A_CustomBulletAttack(15,12,4,Random(5,15)*6,"NemesisASGBulletPuff",0,CBAF_NORANDOM)
	TNT1 AAAAAAA 0 A_CustomMissile("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZASC F 2 Bright A_CustomMissile("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	TNT1 A 0 A_CPosRefire
	TNT1 A 0 A_Jump(6,"Heal")
	TNT1 A 0 A_Jump(5,"Heal2")
	TNT1 A 0 A_Jump(4,"Heal3")
	TNT1 A 0 A_Jump(3,"InfiniteAmmo")
	TNT1 A 0 A_Jump(20,"MidAttackTeleport")
	TNT1 A 0 A_Jump(10,"Grenade")
	TNT1 A 0 A_JumpIfCloser(300,"MidAttackTeleport")
	Loop
  MissileLoop2:
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	ZASC E 4 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	ZASC E 4 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	ZASC E 4 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/GrenadeFire",0,1.0,0,0.4)
	ZASC F 4 Bright A_CustomMissile("NemesisGrenadeImpact",32,0,0,2,4)
	TNT1 A 0 A_CPosRefire
	TNT1 A 0 A_Jump(20,"Heal")
	TNT1 A 0 A_Jump(18,"Heal2")
	TNT1 A 0 A_Jump(15,"Heal3")
	TNT1 A 0 A_Jump(10,"InfiniteAmmo")
	TNT1 A 0 A_Jump(60,"MidAttackTeleport")
	TNT1 A 0 A_JumpIfCloser(300,"MidAttackTeleport")
	Loop
  MissileLoopInfAmmo:
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_TakeInventory("ASGZAmmo",16)
	ZASC E 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing",-8,7,30,4,0,(0.1)*Random(30,40),Random(-80,-90),128)
	TNT1 A 0 A_PlaySound("NemesisASG/Fire",5)
	//TNT1 AAAA 0 A_CustomMissile("NemesisTracer",Random(28,34),0,Random(6,-6),0)
	//TNT1 A 0 A_CustomBulletAttack(15,12,4,0,"NemesisASGPuffExplode",0)
	//ZASC F 2 Bright A_CustomBulletAttack(15,12,4,Random(5,15)*6,"NemesisASGBulletPuff",0,CBAF_NORANDOM)
	TNT1 AAAAAAA 0 A_CustomMissile("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZASC F 2 Bright A_CustomMissile("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	TNT1 A 0 A_CPosRefire
	TNT1 A 0 A_Jump(6,"Heal")
	TNT1 A 0 A_Jump(5,"Heal2")
	TNT1 A 0 A_Jump(4,"Heal3")
	TNT1 A 0 A_Jump(10,"Grenade")
	Loop
  Strafing:
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	ZASC AA 3 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	ZASC BB 3 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	ZASC CC 3 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)  
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	ZASC DD 3 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	Goto See
  Mine:
	TNT1 A 0 A_JumpIf(user_infammo == 1,"MineInfAmmo")
	ZASC C 1 Bright
	ZASC C 5 Bright A_CustomMissile("NemesisSpringMineSet",32,0,0,2,15)
	ZASC E 5 Bright
	ZASC C 3 Bright
	Goto See
  MineInfAmmo:
	ZASC C 6 Bright
	TNT1 AAAAAAAA 0 A_CustomMissile("NemesisSpringMineSet",32,0,random(0,360),2,15)
	ZASC E 5 Bright
	ZASC C 3 Bright
	Goto See
  Grenade:
	ZASC E 4 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/GrenadeFire",0,1.0,0,0.4)
	ZASC F 4 Bright A_CustomMissile("NemesisGrenadeLowGrav",32,0,0,2,4)
	ZASC E 4 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/GrenadeFire",0,1.0,0)
	ZASC F 4 Bright A_CustomMissile("NemesisGrenadeLowGrav",32,0,0,2,4)
	Goto Dodge
  MidAttackTeleport:
	ZASC E 1 Bright A_UnSetShootable
	TNT1 AAAA 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	ZASC E 1 Bright A_FadeOut(0.2,0)
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	ZASC E 1 Bright A_FadeOut(0.2,0)
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	ZASC E 1 Bright A_FadeOut(0.2,0)
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	ZASC E 1 Bright A_FadeOut(0.2,0)
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	ZASC E 1 Bright A_FadeOut(0.2,0)
	ZASC E 2 Bright
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	ZASC E 1 Bright A_PlayWeaponSound("boss/teleport")
	TNT1 AAAA 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	ZASC E 1 Bright A_FadeIn(0.2)
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	ZASC E 1 Bright A_FadeIn(0.2)
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	ZASC E 1 Bright A_FadeIn(0.2)
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	ZASC E 1 Bright A_FadeIn(0.2)
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	ZASC E 1 Bright A_FadeIn(0.2)
	ZASC E 1 Bright A_SetShootable
	Goto Grenade
  Reload:
	TNT1 A 0 A_ChangeFlag("NoPain",1)
	TNT1 A 0 A_PlaySound("lasgguy/asgout")
	TNT1 A 0 A_SpawnItemEx("LegendaryEmptyDrumSpawner",-8,7,30,4,0,(0.1)*Random(30,40),Random(-80,-90),128)
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	ZASC E 10 Bright A_TakeInventory("ASGZAmmo",16)
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	ZASC E 4 Bright A_PlaySound("lasgguy/asgin") 
	ZASC E 5 Bright A_PlaySound("LShotgun/Cock")
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_ChangeFlag("NoPain",0)
	Goto See
  Rage:
	TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_PlaySound("VexedNemesisAssaultCaptain/Sight",7,1.0,0,ATTN_NONE)
	ZASC EEEEEEEE 2 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SetUserVar("user_missile",0)
  RageLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 20,"See")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	ZASC E 1 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing",-8,7,30,4,0,(0.1)*Random(30,40),Random(-80,-90),128)
	TNT1 A 0 A_PlaySound("NemesisASG/Fire",5)
	TNT1 AAAAAAA 0 A_CustomMissile("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZASC F 1 Bright A_CustomMissile("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZASC E 1 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing",-8,7,30,4,0,(0.1)*Random(30,40),Random(-80,-90),128)
	TNT1 A 0 A_PlaySound("NemesisASG/Fire",5)
	TNT1 AAAAAAA 0 A_CustomMissile("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZASC F 1 Bright A_CustomMissile("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZASC E 1 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing",-8,7,30,4,0,(0.1)*Random(30,40),Random(-80,-90),128)
	TNT1 A 0 A_PlaySound("NemesisASG/Fire",5)
	TNT1 AAAAAAA 0 A_CustomMissile("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZASC F 1 Bright A_CustomMissile("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZASC E 1 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing",-8,7,30,4,0,(0.1)*Random(30,40),Random(-80,-90),128)
	TNT1 A 0 A_PlaySound("NemesisASG/Fire",5)
	TNT1 AAAAAAA 0 A_CustomMissile("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZASC F 1 Bright A_CustomMissile("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZASC E 1 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing",-8,7,30,4,0,(0.1)*Random(30,40),Random(-80,-90),128)
	TNT1 A 0 A_PlaySound("NemesisASG/Fire",5)
	TNT1 AAAAAAA 0 A_CustomMissile("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZASC F 1 Bright A_CustomMissile("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZASC E 1 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_SpawnItemEx("NemesisShellCasing",-8,7,30,4,0,(0.1)*Random(30,40),Random(-80,-90),128)
	TNT1 A 0 A_PlaySound("NemesisASG/Fire",5)
	TNT1 AAAAAAA 0 A_CustomMissile("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZASC F 1 Bright A_CustomMissile("NemesisASGBall",32,0,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	ZASC E 1 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	TNT1 A 0 A_PlaySound("Weapons/GrenadeFire",0,1.0,0,0.4)
	ZASC F 1 Bright A_CustomMissile("NemesisGrenadeImpact",32,0,0,2,4)
	TNT1 A 0 A_Jump(80,"MidRageTeleport")
	Loop
  MidRageTeleport:
	ZASC E 1 Bright A_UnSetShootable
	TNT1 AAAA 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	ZASC E 1 Bright A_FadeOut(0.1,0)
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	ZASC EEE 1 Bright A_FadeOut(0.3,0)
	ZASC E 2 Bright
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	ZASC E 1 Bright A_PlayWeaponSound("boss/teleport")
	TNT1 AAAA 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	ZASC EEE 1 Bright A_FadeIn(0.3)
	TNT1 AA 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
	ZASC E 1 Bright A_FadeIn(0.1)
	ZASC E 1 Bright A_SetShootable
	Goto RageLoop
  Pain:
	TNT1 A 0 A_Jump(30,"Teleport")
	TNT1 A 0 A_Jump(20,"Dodge")
	TNT1 A 0 A_Jump(192,"PainMissile")
	ZASC G 3 Bright
	ZASC G 3 Bright A_Pain
	TNT1 A 0 A_Jump(40,"Dodge")
	Goto See
  PainMissile:
	ZASC G 3 Bright
	ZASC G 3 Bright A_Pain
	Goto Missile  
  Pain.RailG:
  Pain.PDTPuff:
  Pain.DTRailgun:
  Pain.PlayerDTRG:
  Pain.Explosion:
	Goto Rage
  Death:
	TNT1 A 0 A_StopSound(6)
	TNT1 A 0 A_Jump(36,"LegendarySoul")
	TNT1 AAAAA 0 A_SpawnItemEx("NemesisGrenade",0,0,32,random(0,8),0,random(0,12),random(0,360))
	TNT1 AAAAAAAA 0 A_CustomMissile("NemesisSpringMineSet",32,0,random(0,360),2,15)
	ZASC H 5
	ZASC I 5 A_Scream
	ZASC J 5 A_Fall
	ZASC J 5 A_SpawnItem("BodyCrash",0,0,0,0)
	ZASC K 5
	TNT1 A 0 A_Jump(100,"MoreStuff")
	ZASC L 100
	TNT1 A 0 A_JumpIfInTargetInventory("NemesisFragmentToken",1,3)
	TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("NemesisFragment") == 0,2)
	TNT1 A 0 A_SpawnItemEx("NemesisFragmentSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,192)
	ZASC L -1
	Stop
  LegendarySoul:
	TNT1 A 0 A_StopSound(6)
	TNT1 AAAAA 0 A_SpawnItemEx("NemesisGrenade",0,0,32,random(0,8),0,random(0,12),random(0,360))
	TNT1 AAAAAAAA 0 A_CustomMissile("NemesisSpringMineSet",32,0,random(0,360),2,15)
	ZASC H 5 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	ZASC I 5 A_Scream
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	ZASC J 5 A_Fall
	TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	ZASC J 5 A_SpawnItem("BodyCrash",0,0,0,0)
	ZASC K 5 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	ZASC L 140 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	ZASC L 0 A_PlaySoundEx("brain/spit","Voice",0,2)
	ZASC LLLLLLLLLLLLLLLLL 2 Bright A_GiveInventory("NemesisSoulEvent",1)
	ZASC LLLLLLLLLLLLLLLLL 2 Bright A_GiveInventory("NemesisSoulEvent",1)
	ZASC LLLLLLLLLLLLLLLLL 2 Bright A_GiveInventory("NemesisSoulEvent",1)
	TNT1 A 0 A_SpawnItemEx("ZamasuSoul",0,0,16,0,0,0,0,32)
	TNT1 A 0 A_SpawnItemEx("TeleportFog",0,0,16,0,0,0,0,32)
	ZASC L -1
	Stop
  XDeath:
	TNT1 A 0 A_StopSound(6)
	TNT1 AAAAA 0 A_SpawnItemEx("NemesisGrenade",0,0,32,random(0,8),0,random(0,12),random(0,360))
	TNT1 AAAAAAAA 0 A_CustomMissile("NemesisSpringMineSet",32,0,random(0,360),2,15)
	ZASC O 5 A_SpawnItemEx("NemesisGibbedGenerator",0,0,0,0,0,0,0,128,0)
	ZASC P 5 A_XScream
	ZASC Q 5 A_Fall
	ZASC RSTUV 5
	ZASC W 100
	TNT1 A 0 A_Jump(100,"MoreStuff2")
	TNT1 A 0 A_JumpIfInTargetInventory("NemesisFragmentToken",1,3)
	TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("NemesisFragment") == 0,2)
	TNT1 A 0 A_SpawnItemEx("NemesisFragmentSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,192)
	ZASC W -1
	Stop
  MoreStuff:
	ZASC L 100
	TNT1 A 0 A_JumpIfInTargetInventory("NemesisFragmentToken",1,3)
	TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("NemesisFragment") == 0,2)
	TNT1 A 0 A_SpawnItemEx("NemesisFragmentSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,192)
	TNT1 A 0 A_SpawnItem("HellionSmokeAttack")
	ZASC LLLLLLLLLLLLLLLLLLLLLLLLLLLLLL 1 A_SpawnItem("NemesisAssaultCaptainItemRandomizer")
	ZASC LLLLLLLLLLLLLLLLLLLLLLLLLLLLLL 1 A_SpawnItem("NemesisAssaultCaptainItemRandomizer")
	ZASC L 1 A_SpawnItem("NemesisZombieSuperItemRandomizer")
	ZASC L -1
	Stop
  MoreStuff2:
	ZASC W 100
	TNT1 A 0 A_JumpIfInTargetInventory("NemesisFragmentToken",1,3)
	TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("NemesisFragment") == 0,2)
	TNT1 A 0 A_SpawnItemEx("NemesisFragmentSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,192)
	TNT1 A 0 A_SpawnItem("HellionSmokeAttack")
	ZASC WWWWWWWWWWWWWWWWWWWWWWWWWWWWWW 1 A_SpawnItem("NemesisAssaultCaptainItemRandomizer")
	ZASC WWWWWWWWWWWWWWWWWWWWWWWWWWWWWW 1 A_SpawnItem("NemesisAssaultCaptainItemRandomizer")
	ZASC W 1 A_SpawnItem("NemesisZombieSuperItemRandomizer")
	ZASC W -1
	Stop
	}
}

Actor INFZamasuAssaultCaptain : ZamasuAssaultCaptain
{
Tag "\c[s5]Zamasu Assault Captain\c-"
States
{
  Spawn:
    TNT1 A 0 A_Jump(170,"Remove")
    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("RuneTier3SpawnCheck") == 2,1)
	Goto Remove
  Idle:
	ZASC A 10 Bright A_Look
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	ZASC A 10 Bright A_Look
	TNT1 AA 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	Loop
  Remove:
	TNT1 A 1
	TNT1 A 0 A_SpawnItemEx("ShotgunSpawnerLiter",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_ChangeFlag("COUNTKILL", FALSE)
	TNT1 A 0
	Stop
	}
}
   
ACTOR ZamASGZombieGhostA
{
Scale 1.1
Radius 20
Height 56
Speed 0
Alpha 0.7
PROJECTILE
RENDERSTYLE Translucent
+CLIENTSIDEONLY
+NOTIMEFREEZE
States
{
Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
Fade:
    TNT1 A 1
    ZASC A 2 A_FadeOut(0.10)
    Goto Fade+1
Toaster:
    TNT1 A 0
    Stop
    }
}

ACTOR ZamASGZombieGhostB : LegASGZombieGhostA
{   
States
{
Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
Fade:
    TNT1 A 1
    ZASC B 2 A_FadeOut(0.10)
    Goto Fade+1
Toaster:
    TNT1 A 0
    Stop
    }
}

ACTOR ZamASGZombieGhostC : LegASGZombieGhostA
{   
States
{
Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
Fade:
    TNT1 A 1
    ZASC C 2 A_FadeOut(0.10)
    Goto Fade+1
Toaster:
    TNT1 A 0
    Stop
    }
}

ACTOR ZamASGZombieGhostD : LegASGZombieGhostA
{   
States
{
Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
Fade:
    TNT1 A 1
    ZASC D 2 A_FadeOut(0.10)
    Goto Fade+1
Toaster:
    TNT1 A 0
    Stop
    }
}

ACTOR ZamasuASGZAmmo: Ammo
{
     Inventory.MaxAmount 38
}